Skip to content

Classes & races

/admin/design/classes and /admin/design/races configure the playable class / race rosters and the starting state every new character begins with.

Classes

world.chrclasses_dbc_bridge carries every class with its display metadata. The editor exposes:

  • Identity — id, name, filename (used for the class colour CSS variable), display flag, color hex (drives all class-coloured UI in the launcher / portal / armory).
  • Power type — mana / rage / energy / runic / focus.
  • Allowed races — bitmask + UI list of races allowed to roll this class.
  • Starting kit — link to the starting-kit editor (spells, abilities, items, talent points). The world worker reads the bridge on character create.

Races

world.chrraces_dbc_bridge editor:

  • Identity — id, name, faction, taxi mask, display id male / female.
  • Starting zone — map id, position, orientation.
  • Starting language — mapped to world.languages.
  • Allowed classes — derived inverse of the class allowed-races mask.
  • Cinematic — starting cinematic id (replayable per character).

Starting kit

A combined editor that reads the class + race row of _dbc_bridge tables to compose:

  • Starting spells (playercreateinfo_spell).
  • Starting skills (playercreateinfo_skills).
  • Starting items (playercreateinfo_item) including bag / initial gear.
  • Starting action bar (playercreateinfo_action).
  • Starting reputations.

Changing a starting kit only affects new characters — existing characters keep whatever they were granted at creation.

Class colour propagation

The class colour you set on chrclasses_dbc_bridge.color_hex is served via GET /api/v1/classes and injected into the launcher SPA as --rc-class-color-<filename> CSS variables. The character list, friends panel, armory and combat log all pick up the new colour without a code change.